Using Custom Vehicles

Contents

Using customveh

The FA option customveh allows for using vehicles other than a droideka for MB_CLASS_DROIDEKA.

Example FA file

//Siege class def file.
ClassInfo
{
name "example_ATAT" //this should match the name of the .mbch
weapons WP_MELEE //WP_MELEE is taken away from droideka class anyway,
//so it's not truly necessary
attributes //no attributes are necessary...
model "workermb" //you should use this with MB_CLASS_DROIDEKA
skin "default" //you should use this with MB_CLASS_DROIDEKA
uishader "models/players/FA_icons/example_ATAT"
MBClass MB_CLASS_DROIDEKA //note that modelscale doesn't play nicely with droidekas
classNumberLimit 1 //only 1 ATAT I think...
customveh mb2fa_mini_atat //this is the name of the .veh that's being used. NB that you
//should have mb2fa_ at the start of the vehicle name if you
//want the vehicle to be unboardable by other players
extralives 6 //look, lots of extra lives
}
description "All Terrain Armored Transport
Abilities:
Guns (big)
Armour (heavy)
The All Terrain Armored Transport (AT-AT) walker was a major part of the Galactic Empire's army.
It was one of the most heavily armored land vehicles in the Imperial Army,
but was also known for its relatively slow speed.
This is a mini version of an AT-AT that might be able to be used in a map."

Setting up the .veh file

For now, this isn't going to go into all the options you have in a .veh file. There's a useful description of them here.

You will generally be able to just use the basic .veh file from the vehicle you're using. However, you might want to scale the vehicle or something along those lines.

MovieBattles specific .veh options

Vehicle States

MBFstopprimaryfiring

Primary firing is not possible whilst in these states. The value you should put is the sum of the numbers of the modes that you shouldn't be able to fire in, e.g., if you don't want to be able to fire when running or turning, use a value of 17 (1+16).

MBFstopaltfiring

Secondary firing is not possible whilst in these states. The value you should put is the sum of the numbers of the modes that you shouldn't be able to fire in, e.g., if you don't want to be able to fire when running or turning, use a value of 17 (1+16).

MBFdisableshields

Shields are turned off whilst in these states. The value you should put is the sum of the numbers of the modes that you shouldn't be able to fire in, e.g., if you don't want to have shields when running or turning, use a value of 17 (1+16).

AllWeaponsDoDamageToArmor

Value is either 0/1. If 1, all weapons do damage to armour - if 0, just heavy weapons.

AllWeaponsDoDamageToShields

Value is either 0/1. If 1, all weapons do damage to shields - if 0, just heavy weapons.

NoDamageWalls

Value is either 0/1. If 1, the vehicle doesn't lose hp when it hits a wall or other types of entities.

ResistsMarking

Value is either 0/1. If 1, doesn't get marked by shots etc.

RamDamage

Amount of damage done when ramming into players.

SpeedMultiplierForRamDamage

If there isn't a RamDamage, the speed of the vehicle is multiplied by this to decide how much damage is done.

CantKnockoutShields

Value is either 0/1. If 1, shields will always regenerate.

Scaling your vehicle

In the .veh file, you'll notice lines similar to these.

length 60
width 60
height 60

If you want to scale the vehicle, multiply these values by the scale factor (e.g. for 2x size, use length, width and height twice the original values.

For actually scaling the model,

VehicleScale 70

means that the vehicle is scaled to 70% of its normal size.

If you want your double-size vehicle, this should be set to 200 (200% of normal size).

You should also scale the height/width values you find in the vehicle's corresponding .npc file.